Emotion-based game character manipulation

ABSTRACT

Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation and claims the priority benefit ofU.S. patent application Ser. No. 10/364,972 filed Feb. 11, 2003 now U.S.Pat. No. 7,452,268, which claims the priority benefit of U.S.provisional patent application No. 60/401,879, filed Aug. 7, 2002, thedisclosure of the aforementioned applications being incorporated hereinby reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates generally to electronic systems and moreparticularly to a system and method for training a group of charactersto modify character behavior via group interactions.

2. Description of the Related Art

In electronic systems, particularly entertainment and gaming systems, auser typically controls the behavior or actions of at least onecharacter in a game program using some type of manually activatedcontroller device. Conventional controller devices include joysticks,switches, buttons, and keyboards. Further, some gaming systems usespecifically designed control devices, such as a steering wheel andpedals for driving simulations, or a stick and pedals for flightsimulations. Yet more advanced gaming systems may use voice controls orhuman movements in a virtual reality game.

In gaming systems using manually activated controller devices, acontroller device, typically, utilizes buttons and keystrokes assignedwith different meanings according to the requirements of the particulargame. As an example, a game may have a particular button correspondingto a punch, while in another game the same button may correspond tofiring a gun. In many games, a user can only control the actions of asingle character. Although games may allow the user to control a groupof characters, the characters typically act as a unit, so the group ofcharacters effectively acts as a single character. Virtually allconventional games allow for manual user control of at least onecharacter.

As game players become more sophisticated, the players are demandingmore advanced forms of gaming. Early forms of electronic games consistedof simple blocks and moving targets (e.g., Breakout, Space Invaders,Centipede). Over time, the games became graphically more detailed andintricate. More recently, virtual reality games have become popular.Virtual reality games allow for the player to immerse themselves intothe gaming environment and interact with various elements of theenvironment. However, all of these types of games require a large amountof manual control over character actions during the game play.

Furthermore, conventional games do not normally create any form ofattachment or emotion between game characters and a human player. Thegame character is considered just an element of the game used forentertainment value. This lack of attachment or caring for the characteris partly due to the perception that the character is not “alive.”However, if the character projects life-like features and humancharacteristics, such as having feelings, the player is more likely toform an emotional attachment to the character.

In addition, users of conventional games do not typically utilize gamecharacter emotions as strategic game elements that may train or affectgroups of characters via game play interactions. Emotions add a level ofcomplexity and unpredictability to character behavior, and further addto a user's arsenal of strategic weapons to enhance game play enjoyment.

Therefore, there is a need for a system and method for dynamicmodification of a character's actions based upon group interactionsduring game play.

SUMMARY OF THE INVENTION

Embodiments of the present invention provide methods and systems foremotion-based game character manipulation. Each character is associatedwith a table of quantified attributes including emotional attributes andnon-emotional attributes. An adjustment to an emotional attribute of agame character is determined based on an interaction with another gamecharacter. The emotional attribute of the first game character isadjusted, which further results in an adjustment to a non-emotionalattribute of the first game character. The behavior of the first gamecharacter is then determined based on the adjusted non-emotionalattribute.

Various embodiments of the present invention include methods foremotion-based game character manipulation. Such methods may includemaintaining a table of quantified attributes for a first game character,the attributes including emotional attributes and non-emotionalattributes, determining an adjustment to an emotional attribute of thefirst game character based on an interaction between the first gamecharacter and a second game character, adjusting the emotional attributeof the first game character as determined, wherein adjustment of theemotional attribute results in an adjustment to a non-emotionalattribute of the first game character, and generating a behavior of thefirst game character based on the adjusted non-emotional attribute.

Further embodiments include systems for emotion-based game charactermanipulation. Such systems may include a memory configured to store dataconcerning quantified attributes for a first game character, theattributes including emotional attributes and non-emotional attributes,a processor further configured to determine an adjustment to a storedemotional attribute of the first game character based on an interactionbetween the first game character and a second game character, a datatable adjuster configured to adjust the stored emotional attribute ofthe first game character as determined by the processor, whereinadjustment of the stored emotional attribute results in an adjustment toa non-emotional attribute of the first game character and an actiongenerator configured to generate a behavior of the first game characterbased on the adjusted non-emotional attribute.

Some embodiments of the present invention further includecomputer-readable storage media having embodied thereon programsexecutable by processors to perform methods for emotion-based gamecharacter manipulation.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an exemplary electronic entertainmentsystem, according to the present invention;

FIG. 2 is a block diagram of one embodiment of the main memory of FIG.1, according to the present invention;

FIG. 3A is a block diagram of an exemplary embodiment of data storage ofFIG. 2, according to the present invention;

FIG. 3B is a block diagram of an exemplary embodiment of the character Adata storage module of FIG. 3A, according to the present invention;

FIG. 4 is a block diagram of an exemplary embodiment of the staticparameter table of FIG. 3, according to the present invention;

FIG. 5 is a block diagram of an exemplary embodiment of the dynamicparameter table of FIG. 3, according to the present invention;

FIG. 6 is a block diagram of an exemplary embodiment of the metaparameter table of FIG. 3, according to the present invention;

FIG. 7 is a block diagram of an exemplary embodiment of the emotiontables of FIG. 3, according to the present invention; and

FIG. 8 is a flowchart of method steps for dynamic behavioralmodification based upon game interactions, according to one embodimentof the present invention.

DETAILED DESCRIPTION

FIG. 1 is a block diagram of an exemplary electronic entertainmentsystem 100 according to the present invention. The entertainment system100 includes a main memory 102, a central processing unit (CPU) 104, atleast one vector unit 106, a graphics processing unit 108, aninput/output (I/O) processor 110, an I/O processor memory 112, acontroller interface 114, a memory card 116, a Universal Serial Bus(USB) interface 118, and an IEEE 1394 interface 120, although other busstandards and interfaces may be utilized. The entertainment system 100further includes an operating system read-only memory (OS ROM) 122, asound processing unit 124, an optical disc control unit 126, and a harddisc drive 128, which are connected via a bus 130 to the I/O processor110. Preferably, the entertainment system 100 is an electronic gamingconsole. Alternatively, the entertainment system 100 may be implementedas a general-purpose computer, a set-top box, or a hand-held gamingdevice. Further, similar entertainment systems may contain more or lessoperating components.

The CPU 104, the vector unit 106, the graphics processing unit 108, andthe I/O processor 110 communicate via a system bus 132. Further, the CPU104 communicates with the main memory 102 via a dedicated bus 134, whilethe vector unit 106 and the graphics processing unit 108 may communicatethrough a dedicated bus 136. The CPU 104 executes programs stored in theOS ROM 122 and the main memory 102. The main memory 102 may containprestored programs and programs transferred through the I/O Processor110 from a CD-ROM, DVD-ROM, or other optical disc (not shown) using theoptical disc control unit 126. The I/O processor 110 primarily controlsdata exchanges between the various devices of the entertainment system100 including the CPU 104, the vector unit 106, the graphics processingunit 108, and the controller interface 114.

The graphics processing unit 108 executes graphics instructions receivedfrom the CPU 104 and the vector unit 106 to produce images for displayon a display device (not shown). For example, the vector unit 106 maytransform objects from three-dimensional coordinates to two-dimensionalcoordinates, and send the two-dimensional coordinates to the graphicsprocessing unit 108. Furthermore, the sound processing unit 124 executesinstructions to produce sound signals that are outputted to an audiodevice such as speakers (not shown).

A user of the entertainment system 100 provides instructions via thecontroller interface 114 to the CPU 104. For example, the user mayinstruct the CPU 104 to store certain game information on the memorycard 116 or instruct a character in a game to perform some specifiedaction. Other devices may be connected to the entertainment system 100via the USB interface 118 and the IEEE 1394 interface 120.

FIG. 2 is a block diagram of one embodiment of the main memory 102 ofFIG. 1 according to the present invention. The main memory 102 is showncontaining a game module 200 which is loaded into the main memory 102from an optical disc in the optical disc control unit 126 (FIG. 1). Thegame module 200 contains instructions executable by the CPU 104, thevector unit 106, and the sound processing unit 124 of FIG. 1 that allowsa user of the entertainment system 100 (FIG. 1) to play a game. In theexemplary embodiment of FIG. 2, the game module 200 includes datastorage 202, an action generator 204, a characteristic generator 206,and a data table adjuster 208.

In one embodiment, the action generator 204, the characteristicgenerator 206, and the data table adjuster 208 are software modulesexecutable by the CPU 104. For example, the action generator 204 isexecutable by the CPU 104 to produce game play, including charactermotion and character response; the characteristic generator 206 isexecutable by the CPU 104 to generate a character's expressions asdisplayed on a monitor (not shown); and the data table adjuster 208 isexecutable by the CPU 104 to update data in data storage 202 during gameplay. In addition, the CPU 104 accesses data in data storage 202 asinstructed by the action generator 204, the characteristic generator206, and the data table adjuster 208.

For the purposes of this exemplary embodiment, the game module 200 is atribal simulation game in which a player creates and trains tribes ofcharacters. A tribe of characters is preferably a group (or team) ofcharacters associated with a given game user. Preferably, the tribalsimulation game includes a plurality of character species, and each teamof characters may include any combination of characters from any of thecharacter species. A character reacts to other characters and gamesituations based upon the character's genetic makeup as expressed bygene attributes. Typically, each character's behavior depends upon oneor more gene attributes. Gene attributes that typically remain constantthroughout a character's life are called static attributes; geneattributes that may change during game play in response tocharacter-character, character-group, and character-environmentinteractions are called dynamic attributes; and gene attributes that arefunctions of the static and dynamic attributes are called metaattributes. A character's dynamic and meta attributes may be modified byemotional attributes as quantified by hate/love (H/L) values. Acharacter's H/L values correspond to other species, teams, andcharacters. A character's static attributes, dynamic attributes, metaattributes, and H/L values are described further below in conjunctionwith FIGS. 3-7.

FIG. 3A is a block diagram of an exemplary embodiment of the datastorage 202 of FIG. 2 according to the present invention. The datastorage 202 includes a character A database 302 a, a character Bdatabase 302 b, and a character C database 302 c. Although the FIG. 3Aembodiment of data storage 202 shows three character databases 302 a,302 b, and 302 c, the scope of the present invention includes any numberof character databases 302.

FIG. 3B is a block diagram of an exemplary embodiment of the character Adatabase 302 a of FIG. 3A. The character A database 302 a includes astatic parameter table 308, a dynamic parameter table 310, a metaparameter table 312, and emotion tables 314. Character A's staticattributes are stored in the static parameter table 308, character A'sdynamic attributes (preferably not including H/L values) are stored inthe dynamic parameter table 310, character A's meta attributes arestored in the meta parameter table 312, and character A's H/L values arestored in the emotion tables 314. Attributes are also referred to asparameters. Although the static attributes stored in the staticparameter table 308 typically remain constant throughout character A'slife, in an alternate embodiment of the invention, the static attributesmay be changed through character training. Referring back to FIG. 3A,the character B database 302 b and the character C database 302 c aresimilar to the character A database 302 a.

FIG. 4 is an illustration of an exemplary embodiment of the staticparameter table 308 of FIG. 3B. The static parameter table 308 includesa plurality of static parameters, such as, but not limited to, astrength parameter 402, a speed parameter 404, a sight parameter 406, ahearing parameter 408, a maximum hit point parameter 410, a hunger pointparameter 412, a healing urge parameter 414, a self-healing rateparameter 416, and an aggressive base parameter 418. The scope of theinvention may include other static parameters as well. The strengthparameter 402 corresponds to a character's strength; the speed parameter404 corresponds to how fast a character walks and runs across terrain;the sight parameter 406 corresponds to a character's viewing distance;and the hearing parameter 408 corresponds to a character's hearingdistance. The maximum hit point parameter 410 is, preferably, a healthparameter threshold value, which is discussed further below inconjunction with FIG. 5. The hunger point parameter 412 is a referencevalue to which a character's energy is measured to compute a character'shunger parameter, as will be described further below in conjunction withFIG. 6. Further, the healing urge parameter 414 corresponds to acharacter's desire to heal another character, while the self-healingrate parameter 416 corresponds to a time rate at which a character healsitself. Finally, the aggressive base parameter 418 is a reference valuethat represents a character's base aggression level, and is describedfurther below in conjunction with FIG. 6. As previously indicated, notall of these parameters are required, and other parameters may becontemplated for use in the present invention.

FIG. 5 is an illustration of an exemplary embodiment of the dynamicparameter table 310 of FIG. 3B. The dynamic parameter table 310 includesa plurality of dynamic parameters, such as an energy parameter 502, ahealth parameter 504, an irritation parameter 506, and a game experienceparameter 508. However, the scope of the present invention may notinclude all of the above listed parameters and/or include other dynamicparameters. These dynamic parameters change during game play. Forexample, the character's energy parameter 502 is a function of thecharacter's consumption of food and the rate at which the character usesenergy. When the character eats, the character's energy parameter 502increases. However, the character is continuously using energy asdefined by the character's metabolic rate. The metabolic rate is a metaparameter dependant upon several static parameters and is furtherdiscussed below in conjunction with FIG. 6.

In the present embodiment, the health parameter 504 is less than orequal to the maximum hit point parameter 410 (FIG. 4), and is a functionof the character's energy parameter 502, the character's self-healingrate parameter 416 (FIG. 4), and a number of character hits. Forexample, a character is assigned a health parameter 504 equal to themaximum hit point parameter 410 upon game initialization. Each time thecharacter is hit by another character via a physical blow or weaponsfire, the character's health parameter 504 decreases. In addition,whenever a character's energy parameter 502 falls below a predefinedthreshold value, the character's health parameter 504 decreases.Furthermore, the character's health parameter 504 increases at thecharacter's self-healing rate 416. Thus, although static and dynamicparameters are stored in separate tables, these parameters are closelyrelated. For example, the health parameter 504 is based in part on theself-healing rate parameter 416, which is a static parameter.

Preferably, the character's irritation parameter 506 increases if thecharacter is exposed to irritating stimuli, such as the presence ofenemies or weapons fire within the character's range of sight, specifiedby the sight parameter 406 (FIG. 4). The irritation parameter 506decreases over time at a predefined rate.

Finally, the character's game experience parameter 508 quantifies acharacter's game experiences, particularly in association with characterparticipation in tribal games and fighting. For example, an experiencedcharacter has accumulated wisdom, and is less likely to be surprised bygame situations and more adept at making game decisions.

FIG. 6 is an illustration of an exemplary embodiment of the metaparameter table 312 of FIG. 3B. The meta parameter table 312 includes aplurality of meta parameters, such as, but not necessarily completelyinclusive of or limited to, a hunger parameter 602, a metabolic rateparameter 604, an aggression parameter 606, and a fight/flight parameter608. The meta parameters are typically changeable, and are based uponthe static and dynamic parameters. For example, a character's desire toeat is dependent upon the hunger parameter 602. In one embodiment of theinvention, the hunger parameter 602 is a signed value defined by theenergy parameter 502 (FIG. 5) less the hunger point parameter 412 (FIG.4). If the character's hunger parameter 602 is greater than zero, thenthe character is not hungry. However, if the character's hungerparameter 602 is less than zero, then the character is hungry. As thenegative hunger parameter 602 decreases (i.e., becomes more negative),the character's desire to eat increases. This desire to eat may then bebalanced with other desires, such as a desire to attack an enemy or tosearch for a weapons cache. The weighting of these parameters maydetermine a character's behaviors and actions.

Typically, the metabolic rate parameter 604 is directly proportional tothe character's speed parameter 404 (FIG. 4), the strength parameter 402(FIG. 4), and the maximum hit point parameter 410 (FIG. 4), whileindirectly proportional to the character's hunger point parameter 412(FIG. 4) and healing urge parameter 414 (FIG. 4). For example, if thecharacter's healing urge parameter 414 is large, the character is likelya calm, non-excitable individual. Therefore the character's metabolicrate parameter 604 would be small. Alternatively, if the character'shealing urge parameter 414 is small, the character is likely ahighly-strung, excitable individual. Consequently, the character'smetabolic rate parameter 604 would be large.

Finally, the aggression parameter 606 is defined as the aggressive baseparameter 418 (FIG. 4) plus the irritation parameter 506 (FIG. 5). Asthe aggression parameter 606 increases, the character becomes moreaggressive and is more likely to be engaged in fights.

A character uses the fight/flight parameter 608 to determine whether,when faced with an enemy or other dangerous situations, to fight or fleethe enemy. The fight/flight parameter 608 is preferably based upon thehunger parameter 602, the aggression parameter 606, the game experienceparameter 508 (FIG. 5), and the energy parameter 502 (FIG. 5). In oneembodiment of the invention, a large value for the fight/flightparameter 608 corresponds to a character's desire to fight, whereas asmall value for the fight/flight parameter 608 corresponds to acharacter's desire to flee. For example, as the character's hunger oraggression increases, as measured by the character's hunger parameter602 and aggression parameter 606, respectively, the character is morelikely to engage in fights.

FIG. 7 is an illustration of one embodiment of the emotion tables 314 ofFIG. 3B, according to the present invention. The emotion tables 314include an individual's hate/love (H/L) table 702, a species H/L table704, and a team H/L table 706. The individual's H/L table 702 includesone or more character identification (ID) numbers and one or morecharacter H/L values, wherein each character ID number is associatedwith a character H/L value. For example, character A has a −900character H/L value corresponding to a character identified by characterID number 192993293. Thus, character A has high hate for the individualhaving character ID number 192993293. Conversely, character A has a 100character H/L value for character ID number 339399928. This positive H/Lvalue corresponds to a general liking of the individual having ID number339399928. The more negative or positive the H/L value is, the more theparticular individual is hated or loved, respectively. In a furtherembodiment, the individuals H/L table 702 may also include individualcharacter names corresponding to the character ID numbers.

The species H/L table 704 includes one or more species names and one ormore species H/L values. Each species name is associated with a speciesH/L value which represents character A's relationship with each species.Similar to the individuals H/L table 702, the more negative or positivethe H/L value, the more the particular species is hated or loved,respectively. For example, character A has a 100 species H/L valuecorresponding to the Nids species which implies a general like of theNids species. Conversely, character A has a −500 species H/L valuecorresponding to the Antenids species. Therefore, character A has astrong dislike (i.e., hate) for the Antenids species.

Similarly, the team H/L table 706 includes one or more team ID numbers,one or more team H/L values, and one or more team names. Each team IDnumber is associated with a team H/L value and a team name. For example,the character A has a 1000 team H/L value corresponding to the Frostiesteam represented by ID number 139000. Because the H/L value is so high,character A has a deep love for the Frosties team. However, character Ahas a −500 H/L value corresponding to the Slashers team represented byID number 939992, thereby representing a hate for this team.

In one embodiment of the invention, the character, species, and team H/Lvalues range from −1000 to 1000. A character, species, or team H/L valueof 1000 represents unconditional love directed towards the character,species, or team, respectively, while a character, species, or team H/Lvalue of −1000 represents extreme hatred directed towards the character,species, or team, respectively. A H/L value of zero represents a neutralfeeling. In alternate embodiments, the H/L value ranges may be larger orsmaller, and may include other maximum and minimum values.

According to one embodiment of the present invention, the data tableadjuster 208 (FIG. 2) initializes all character and team H/L values tozero upon initiation of a new game. Furthermore, the data table adjuster208 initializes all species H/L values to zero or to non-zero predefinedvalues dependent upon game-defined species compatibility. In analternate embodiment, the data table adjuster 208 initializes allspecies, character, and team H/L values to zero upon initiation of a newgame. In a further embodiment, the data table adjuster 208 initializessome or all character, species, and team H/L values to non-zeropredefined values dependent upon game-defined character, species, andteam compatibility. Upon game completion, a user may save all the H/Lvalues to the memory card 116 (FIG. 1) or the hard disc drive 128(FIG. 1) for future game play. If the user has instructed the gamemodule 200 (FIG. 2) to save the H/L values, the data table adjuster 208may use the saved H/L values to initialize all game H/L values uponcontinuation of game play.

FIG. 8 is an exemplary flowchart 800 of method steps for dynamicbehavioral modification based upon game interactions, according to oneembodiment of the present invention. In step 802, H/L values areinitialized. Initially, a user (not shown) instructs the gameentertainment system 100 (FIG. 1) to execute the game module 200 (FIG.2) via user commands and the controller interface 114 (FIG. 1). The CPU104 (FIG. 1) receives the user commands and executes the data tableadjuster 208 (FIG. 2). The data table adjuster 208 accesses thecharacter, species, and team H/L values and stores the character,species, and team H/L values in the emotions table 314 (FIG. 3). Thesespecies H/L values are set to predefined values dependent upongame-defined species compatibility or results of a previous playing ofthe game. In an initial game play, since characters and teams have notyet interacted via game play, the data table adjuster 208, preferably,initializes all character and team H/L values to zero, where a H/L valueof zero represents a neutral emotion.

Next in step 804, the CPU 104 executes the action generator 204 (FIG. 2)and the characteristic generator 206 (FIG. 2) to generate game play andgame interactions. Game interactions typically include informationexchange between characters, as well as communication, observation,detection of sound, direct physical contact, and indirect physicalcontact. For example, in one embodiment of the invention, character Aand character B may interact and exchange information via aconversation. In another embodiment of the invention, character A mayreceive information via observations. For instance, character A mayobserve character B engaged in direct physical contact with character Cvia a first fight, or character A may observe character B engagecharacter C in indirect physical contact via an exchange of weaponsfire. Alternatively, in another example, character A may observecharacter B interact with an “inanimate” object. For example, characterB moves a rock and discovers a weapons cache. In a further embodiment ofthe invention, character A may hear a communication between character Band character C. In yet another embodiment of the invention, character Amay engage in direct physical contact with character B. Finally, inanother embodiment of the invention, character A may engage in indirectphysical contact with character B. For example, character A maydischarge a weapon aimed at character B, or character A may receive firefrom character B's weapon. The above described game interactions aremeant as exemplary interactions, however, the scope of the presentinvention covers all types of interactions.

In step 806, the data table adjuster 208 modifies the character,species, and team H/L values based upon the game interaction. In a firstexample, referring to FIG. 7, character A has a −200 character H/L valuecorresponding to character B and a 750 character H/L value correspondingto character C. If character B communicates to character A thatcharacter B has healed character C, then the data table adjuster 208adjusts character A and character B's character H/L values. For example,after the communication with character B, character A's character H/Lvalue corresponding to character B may increase to −75. In other words,character A hates character B less than before the communication, sincecharacter B has healed a character strongly loved by character A, namelycharacter C. Further, character A and character B may communicate toother characters of the group that character B has healed character C.Consequently, other characters' H/L values corresponding to character Bare adjusted to reflect a new feeling towards character B. In thismanner of group interaction, the average behavior of the group has beenmodified.

In a second example, character A initially has a 800 character H/L valuecorresponding to character B and a −50 character H/L value correspondingto character C. However, character A sees character C hit character B,and thus character A's character H/L values are adjusted accordingly. Inthis example, character A's character H/L value corresponding tocharacter B increases to 850 because of feelings of sympathy towardscharacter B, and character A's character H/L value corresponding tocharacter C may decrease to −200 due to an increased hatred forcharacter C. In addition, if character C then attacks character A,character A develops more hatred towards character C, and character A'scharacter H/L value corresponding to character C may further decrease to−275. However, at some later time in the game, if character Ccommunicates to character A useful information on the operation of aweapon, then character A's character H/L value corresponding tocharacter C may increase to −150.

In one embodiment of the invention, characters' H/L values may beadjusted based upon an averaging procedure. For example, if a group ofcharacters interact, then the characters' H/L values are adjusted basedupon averaging the group of characters' H/L values. More specifically,if three characters have a Nids species (FIG. 7) interaction, and ifcharacter A has a 100 Nids species H/L value (FIG. 7), character B has a−1000 Nids species H/L value, and character C has a 300 Nids species H/Lvalue, then after the interaction each character (character A, characterB, character C) has a −200 Nids species H/L value. The adjustment ofcharacters' H/L values based upon the averaging procedure is anexemplary embodiment of the invention and is not meant to restrict theinvention. In alternate embodiments, characters' H/L values may beadjusted based on other weighting methods or mathematical algorithms.

In step 808, each character's non-zero character, species, and team H/Lvalues modify the character's subsequent behavior. For example,character A's energy parameter 502 (FIG. 5) is less than character A'shunger point parameter 412 (FIG. 4), and consequently character A ishungry. Subsequently, character A sees an enemy character, for example,character B. Character A must choose between attacking character B orsearching for food. Referring back to the first example of step 806,since character A's character H/L value corresponding to character B hasbeen previously modified from −200 to −75, character A chooses to searchfor food instead of attacking character B. However, if character A'scharacter H/L value corresponding to character B had not been modifiedfrom −200 to −75 in step 806, then character A's hatred for character Boutweighs character A's desire to search for food, and character Aattacks character B. Thus, modifications to character A's character,species, and team H/L values via game interactions modify character A'ssubsequent behavior and game decisions. Similarly, as game interactionsmodify H/L values of a group of characters (step 806), the subsequentaverage behavior of the group is modified.

In step 810, the CPU 104 determines if the game user(s) have completedthe game. If the CPU 104 determines that the game is complete, then themethod ends. However if in step 810, the CPU 104 determines that thegame is not complete, then the method continues at step 804.

The invention has been described above with reference to specificembodiments. It will, however, be evident that various modifications andchanges may be made thereto without departing from the broader spiritand scope of the invention as set forth in the appended claims. Theforegoing description and drawings are, accordingly, to be regarded inan illustrative rather than a restrictive sense.

1. A method for emotion-based game character manipulation, the methodcomprising: executing instructions stored in memory, wherein executionof the instructions by a processor: maintains a table of quantifiedattributes for a first game character, the attributes includingemotional attributes and non-emotional attributes; determines anadjustment to an emotional attribute of the first game character basedon an interaction between the first game character and a second gamecharacter; adjusts the emotional attribute of the first game characteras determined, wherein adjustment of the emotional attribute results inan adjustment to a non-emotional attribute of the first game character;and generates a behavior of the first game character based on theadjusted non-emotional attribute.
 2. The method of claim 1, wherein theemotional attributes of the first game character is associated with ateam of game characters.
 3. The method of claim 1, wherein the emotionalattributes of the first game character is associated with a species ofgame characters.
 4. The method of claim 3, wherein the emotionalattributes of the first game character associated with the species isfurther based on a species of the first game character.
 5. The method ofclaim 1, further comprising the execution of instructions by a processorto receive user input concerning the interaction between the first gamecharacter and the second game character and initiating the interactionbased on the received user input.
 6. The method of claim 1, furthercomprising the execution of instructions by a processor to re-adjust theemotional attribute of the first game character back to an originalstate after a period of time.
 7. The method of claim 1, whereindetermining an adjustment to an emotional attribute of the first gamecharacter is further based on the second game character being withinrange-of-sight of the first game character.
 8. The method of claim 1,wherein determining an adjustment to the emotional attribute of thefirst game character is further based on an emotional attribute of thesecond game character.
 9. The method of claim 7, wherein the emotionalattribute of the first game character is adjusted to be closer to theemotional attribute of the second game character.
 10. The method ofclaim 1, wherein generating the behavior of the first game characterincludes determining that the first game character chooses an actionfrom at least two possible actions.
 11. The method of claim 1, whereingenerating the behavior of the first game character includes determiningthat the first game character mimic an action performed by the secondcharacter.
 12. A system for emotion-based game character manipulation,the system comprising: a memory that stores a data table concerningquantified attributes for a first game character, the attributesincluding emotional attributes and non-emotional attributes; aprocessor, wherein execution of instructions by the processor determinesan adjustment to a stored emotional attribute of the first gamecharacter based on an interaction between the first game character and asecond game character; a data table adjuster stored in memory andexecutable to adjust the stored emotional attribute of the first gamecharacter as determined by execution of the instructions by theprocessor, wherein adjustment of the stored emotional attribute resultsin an adjustment to a non-emotional attribute of the first gamecharacter; and an action generator stored in memory and executable togenerate a behavior of the first game character based on the adjustednon-emotional attribute.
 13. The system of claim 12, wherein the memoryfurther stores data concerning emotional attributes associated with ateam of game characters.
 14. The system of claim 12, wherein the memoryfurther stores data concerning emotional attributes associated with aspecies of game characters.
 15. The system of claim 12, wherein theaction generator is further executable to initiate the interactionbetween the first game character and the second game character based onreceived user input.
 16. The system of claim 12, wherein execution ofinstructions by the processor further determines the adjustment to theemotional attribute of the first game character based on the second gamecharacter being within range-of-sight of the first game character. 17.The system of claim 12, wherein execution of instructions by theprocessor further determines the adjustment to the emotional attributeof the first game character based on an emotional attribute of thesecond game character.
 18. The system of claim 12, wherein the actiongenerator is further executable to direct the first game character tochoose an action from at least two possible actions.
 19. The system ofclaim 12, wherein the action generator is further executable to directthe first game character to mimic an action performed by the secondcharacter.
 20. A non-transitory computer-readable storage medium havingembodied thereon a program, the program being executable by a processorto perform a method for emotion-based game character manipulation, themethod comprising: maintaining a table of quantified attributes for afirst game character, the attributes including emotional attributes andnon-emotional attributes; determining an adjustment to an emotionalattribute of the first game character based on an interaction betweenthe first game character and a second game character; adjusting theemotional attribute of the first game character as determined, whereinadjustment of the emotional attribute results in an adjustment to anon-emotional attribute of the first game character; and generating abehavior of the first game character based on the adjusted non-emotionalattribute.